* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
130 lines
3.1 KiB
C#
130 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.ContextMenus;
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namespace Server.Mobiles
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{
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public class PlagueSpawn : BaseCreature
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{
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public PlagueSpawn(Mobile owner = null) :
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base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Owner = owner;
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ExpireTime = DateTime.UtcNow + TimeSpan.FromMinutes(1.0);
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Hue = Utility.Random(0x11, 15);
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switch (Utility.Random(12))
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{
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case 0: // earth elemental
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Body = 14;
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BaseSoundID = 268;
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break;
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case 1: // headless one
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Body = 31;
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BaseSoundID = 0x39D;
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break;
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case 2: // person
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Body = Utility.RandomList(400, 401);
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break;
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case 3: // gorilla
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Body = 0x1D;
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BaseSoundID = 0x9E;
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break;
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case 4: // serpent
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Body = 0x15;
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BaseSoundID = 0xDB;
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break;
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default: // slime
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Body = 51;
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BaseSoundID = 456;
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break;
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}
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SetStr(201, 300);
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SetDex(80);
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SetInt(16, 20);
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SetHits(121, 180);
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SetDamage(11, 17);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 35, 45);
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SetResistance(ResistanceType.Fire, 30, 40);
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SetResistance(ResistanceType.Cold, 25, 35);
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SetResistance(ResistanceType.Poison, 65, 75);
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SetResistance(ResistanceType.Energy, 25, 35);
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SetSkill(SkillName.MagicResist, 25.0);
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SetSkill(SkillName.Tactics, 25.0);
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SetSkill(SkillName.Wrestling, 50.0);
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Fame = 1000;
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Karma = -1000;
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VirtualArmor = 20;
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}
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public PlagueSpawn(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "a plague spawn corpse";
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Owner{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime ExpireTime{ get; set; }
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public override bool AlwaysMurderer => true;
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public override string DefaultName => "a plague spawn";
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public override void DisplayPaperdollTo(Mobile to)
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{
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}
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public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, list);
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for (int i = 0; i < list.Count; ++i)
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if (list[i] is PaperdollEntry)
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list.RemoveAt(i--);
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}
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public override void OnThink()
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{
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if (Owner != null && (DateTime.UtcNow >= ExpireTime || Owner.Deleted || Map != Owner.Map || !InRange(Owner, 16)))
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{
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PlaySound(GetIdleSound());
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Delete();
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}
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else
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{
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base.OnThink();
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}
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}
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Poor);
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AddLoot(LootPack.Gems);
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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